diff options
Diffstat (limited to 'game')
| -rw-r--r-- | game/CMakeLists.txt | 3 | ||||
| -rw-r--r-- | game/Config.h | 3 | ||||
| -rw-r--r-- | game/GameScene.cpp | 6 | ||||
| -rw-r--r-- | game/background/AquariumScript.cpp | 26 | ||||
| -rw-r--r-- | game/background/AquariumScript.h | 12 | ||||
| -rw-r--r-- | game/background/AquariumSubScene.cpp | 19 | ||||
| -rw-r--r-- | game/background/BackgroundSubScene.cpp | 16 | ||||
| -rw-r--r-- | game/background/ForestParallaxScript.cpp | 26 | ||||
| -rw-r--r-- | game/background/ForestParallaxScript.h | 6 | ||||
| -rw-r--r-- | game/background/ForestSubScene.cpp | 12 | ||||
| -rw-r--r-- | game/background/HallwayScript.cpp | 70 | ||||
| -rw-r--r-- | game/background/HallwayScript.h | 13 | ||||
| -rw-r--r-- | game/background/HallwaySubScene.cpp | 16 | ||||
| -rw-r--r-- | game/workers/CollisionScript.cpp | 68 | ||||
| -rw-r--r-- | game/workers/CollisionScript.h | 12 | ||||
| -rw-r--r-- | game/workers/PanicFromPlayerScript.cpp | 14 | ||||
| -rw-r--r-- | game/workers/WorkerScript.cpp | 29 | ||||
| -rw-r--r-- | game/workers/WorkersSubScene.cpp | 41 | 
18 files changed, 340 insertions, 52 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index c8fa989..4e31f80 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,11 +9,13 @@ project(game C CXX)  add_subdirectory(../src crepe)  add_executable(main  	background/AquariumSubScene.cpp +	background/AquariumScript.cpp  	background/BackgroundSubScene.cpp  	background/ForestParallaxScript.cpp  	background/ForestSubScene.cpp  	GameScene.cpp  	background/HallwaySubScene.cpp +	background/HallwayScript.cpp  	MoveCameraManualyScript.cpp  	player/PlayerScript.cpp  	player/PlayerSubScene.cpp @@ -24,6 +26,7 @@ add_executable(main  	workers/WorkersSubScene.cpp  	workers/WorkerScript.cpp  	workers/PanicFromPlayerScript.cpp +	workers/CollisionScript.cpp  	main.cpp  	menus/BannerSubScene.cpp  	menus/ButtonSubScene.cpp diff --git a/game/Config.h b/game/Config.h index 6a5299b..f1b64b3 100644 --- a/game/Config.h +++ b/game/Config.h @@ -7,8 +7,9 @@ static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes  static constexpr int SORT_IN_LAY_PARTICLES_BACKGROUND = 6; // For all scenes  static constexpr int SORT_IN_LAY_COINS = 7; // Only for GameScene  static constexpr int SORT_IN_LAY_OBSTACLES = 8; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_BACK = 9; // Only for GameScene  static constexpr int SORT_IN_LAY_PLAYER = 10; // Only for GameScene -static constexpr int SORT_IN_LAY_WORKERS = 12; // Only for GameScene +static constexpr int SORT_IN_LAY_WORKERS_FRONT = 12; // Only for GameScene  static constexpr int SORT_IN_LAY_PARTICLES_FOREGROUND = 15; // Only for GameScene  static constexpr int COLL_LAY_BOT_TOP = 1; // Only for GameScene diff --git a/game/GameScene.cpp b/game/GameScene.cpp index ca03374..9376eab 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -96,7 +96,7 @@ void GameScene::load_scene() {  	boom_audio.add_component<AudioSource>(boom_audio_asset);  	// zapper, laser and missile (below) for testing purpose only!!! -	GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0)); +	GameObject zapper = new_object("zapper", "zapper", vec2(1000, 200));  	Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};  	Sprite & zapper_sprite = zapper.add_component<Sprite>(  		zapper_asset, @@ -112,7 +112,7 @@ void GameScene::load_scene() {  		.collision_layer = COLL_LAY_ZAPPER,  	});  	zapper.add_component<BoxCollider>(vec2(100, 100)); -	GameObject laser = new_object("laser", "laser", vec2(2000, 0)); +	GameObject laser = new_object("laser", "laser", vec2(2000, 200));  	Asset laser_asset {"asset/obstacles/laser/laserPower.png"};  	Sprite & laser_sprite = laser.add_component<Sprite>(  		laser_asset, @@ -128,7 +128,7 @@ void GameScene::load_scene() {  		.collision_layer = COLL_LAY_LASER,  	});  	laser.add_component<BoxCollider>(vec2(100, 100)); -	GameObject missile = new_object("missile", "missile", vec2(4000, 0)); +	GameObject missile = new_object("missile", "missile", vec2(4000, 200));  	Asset missile_asset {"asset/obstacles/missile/missile.png"};  	Sprite & missile_sprite = missile.add_component<Sprite>(  		missile_asset, diff --git a/game/background/AquariumScript.cpp b/game/background/AquariumScript.cpp new file mode 100644 index 0000000..e698e3a --- /dev/null +++ b/game/background/AquariumScript.cpp @@ -0,0 +1,26 @@ +#include "AquariumScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void AquariumScript::fixed_update(crepe::duration_t dt) { +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 12000 to the right +		RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_aqua"); +		for (Transform & tran : trans) { +			tran.position.x += 12000; +		} +		this->start_x += 12000; +	} +} diff --git a/game/background/AquariumScript.h b/game/background/AquariumScript.h new file mode 100644 index 0000000..b068628 --- /dev/null +++ b/game/background/AquariumScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Script.h> + +class AquariumScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); + +private: +	float start_x = 10200; +	const float lenght = 3000; +}; diff --git a/game/background/AquariumSubScene.cpp b/game/background/AquariumSubScene.cpp index 8d5202a..99466e3 100644 --- a/game/background/AquariumSubScene.cpp +++ b/game/background/AquariumSubScene.cpp @@ -15,7 +15,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x);  	GameObject aquarium_begin -		= scn.new_object("aquarium_begin", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_begin", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_begin_asset {"asset/background/aquarium/glassTubeFG_1_TVOS.png"};  	aquarium_begin.add_component<Sprite>(  		aquarium_begin_asset, @@ -28,7 +28,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	begin_x += 600;  	GameObject aquarium_middle_1 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_1_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_1.add_component<Sprite>(  		aquarium_middle_1_asset, @@ -43,7 +43,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x - 200);  	GameObject aquarium_middle_2 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_2_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_2.add_component<Sprite>(  		aquarium_middle_2_asset, @@ -56,7 +56,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	begin_x += 400;  	GameObject aquarium_middle_3 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_3_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_3.add_component<Sprite>(  		aquarium_middle_3_asset, @@ -71,7 +71,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x - 200);  	GameObject aquarium_middle_4 -		= scn.new_object("aquarium_middle", "background", vec2(begin_x, 0)); +		= scn.new_object("aquarium_middle", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_middle_4_asset {"asset/background/aquarium/glassTubeFG_3_TVOS.png"};  	aquarium_middle_4.add_component<Sprite>(  		aquarium_middle_4_asset, @@ -85,7 +85,8 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  	this->add_background(scn, begin_x); -	GameObject aquarium_end = scn.new_object("aquarium_end", "background", vec2(begin_x, 0)); +	GameObject aquarium_end +		= scn.new_object("aquarium_end", "background_aqua", vec2(begin_x, 0));  	Asset aquarium_end_asset {"asset/background/aquarium/glassTubeFG_2_TVOS.png"};  	aquarium_end.add_component<Sprite>(  		aquarium_end_asset, @@ -101,7 +102,7 @@ float AquariumSubScene::create(Scene & scn, float begin_x) {  }  void AquariumSubScene::add_background(Scene & scn, float begin_x) { -	GameObject bg_1 = scn.new_object("aquarium_bg_1", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_1 = scn.new_object("aquarium_bg_1", "background_aqua", vec2(begin_x, 0));  	Asset bg_1_1_asset {"asset/background/aquarium/AquariumBG1_1_TVOS.png"};  	bg_1.add_component<Sprite>(  		bg_1_1_asset, @@ -122,7 +123,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  			.position_offset = vec2(200, 100),  		}  	); -	GameObject bg_2 = scn.new_object("aquarium_bg_2", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_2 = scn.new_object("aquarium_bg_2", "background_aqua", vec2(begin_x, 0));  	Asset bg_2_1_asset {"asset/background/aquarium/AquariumBG2_1_TVOS.png"};  	bg_2.add_component<Sprite>(  		bg_2_1_asset, @@ -143,7 +144,7 @@ void AquariumSubScene::add_background(Scene & scn, float begin_x) {  			.position_offset = vec2(-200, -50),  		}  	); -	GameObject bg_3 = scn.new_object("aquarium_bg_3", "aquarium_background", vec2(begin_x, 0)); +	GameObject bg_3 = scn.new_object("aquarium_bg_3", "background_aqua", vec2(begin_x, 0));  	Asset bg_3_1_asset {"asset/background/aquarium/AquariumBG3_1_TVOS.png"};  	bg_3.add_component<Sprite>(  		bg_3_1_asset, diff --git a/game/background/BackgroundSubScene.cpp b/game/background/BackgroundSubScene.cpp index 6fdc598..4bbd977 100644 --- a/game/background/BackgroundSubScene.cpp +++ b/game/background/BackgroundSubScene.cpp @@ -1,10 +1,14 @@  #include "BackgroundSubScene.h" +#include "AquariumScript.h"  #include "AquariumSubScene.h"  #include "ForestSubScene.h" +#include "HallwayScript.h"  #include "HallwaySubScene.h"  #include "StartSubScene.h" +#include <crepe/api/BehaviorScript.h>  #include <crepe/api/Color.h> +#include <crepe/api/Scene.h>  using namespace crepe;  using namespace std; @@ -23,15 +27,11 @@ BackgroundSubScene::BackgroundSubScene(Scene & scn) {  	begin_x = forest.create(scn, begin_x, "1"); -	begin_x = hallway.create(scn, begin_x, 2, Color::MAGENTA); +	begin_x += 3000;  	begin_x = aquarium.create(scn, begin_x); -	begin_x = hallway.create(scn, begin_x, 3, Color::CYAN); - -	begin_x = forest.create(scn, begin_x, "2"); - -	begin_x = hallway.create(scn, begin_x, 4, Color::GREEN); - -	begin_x = aquarium.create(scn, begin_x); +	GameObject scripts = scn.new_object("scrips_background", "background"); +	scripts.add_component<BehaviorScript>().set_script<HallwayScript>(); +	scripts.add_component<BehaviorScript>().set_script<AquariumScript>();  } diff --git a/game/background/ForestParallaxScript.cpp b/game/background/ForestParallaxScript.cpp index c72f85d..7470da2 100644 --- a/game/background/ForestParallaxScript.cpp +++ b/game/background/ForestParallaxScript.cpp @@ -1,5 +1,7 @@  #include "ForestParallaxScript.h" +#include "../Config.h" +  using namespace crepe;  using namespace std; @@ -26,4 +28,28 @@ void ForestParallaxScript::fixed_update(crepe::duration_t dt) {  			t.position.x = begin_x - 400;  		}  	} + +	//Move whole background 12000 to the right +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 12000 to the right +		RefVector<Transform> trans +			= this->get_components_by_tag<Transform>("background_forest"); +		for (Transform & tran : trans) { +			tran.position.x += 12000; +		} +		this->start_x += 12000; + +		RefVector<Transform> trans_back +			= this->get_components_by_tag<Transform>("forest_background"); +		for (Transform & tran : trans_back) { +			tran.position.x += 12000; +		} + +		begin_x += 12000; +		end_x += 12000; +	}  } diff --git a/game/background/ForestParallaxScript.h b/game/background/ForestParallaxScript.h index a65a684..d45fdd9 100644 --- a/game/background/ForestParallaxScript.h +++ b/game/background/ForestParallaxScript.h @@ -9,7 +9,9 @@ public:  	void fixed_update(crepe::duration_t dt);  private: -	const float begin_x; -	const float end_x; +	float begin_x; +	float end_x;  	const std::string name; +	float start_x = 4200; +	const float lenght = 3000;  }; diff --git a/game/background/ForestSubScene.cpp b/game/background/ForestSubScene.cpp index a807a36..83e48dd 100644 --- a/game/background/ForestSubScene.cpp +++ b/game/background/ForestSubScene.cpp @@ -15,14 +15,14 @@ using namespace crepe;  using namespace std;  float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_name) { -	GameObject script = scn.new_object("forest_script", "background"); +	GameObject script = scn.new_object("forest_script", "background_forest");  	script.add_component<BehaviorScript>().set_script<ForestParallaxScript>(  		begin_x - 400, begin_x + 3000 + 400, unique_bg_name  	);  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject begin = scn.new_object("forest_begin", "background", vec2(begin_x, 0)); +	GameObject begin = scn.new_object("forest_begin", "background_forest", vec2(begin_x, 0));  	Asset begin_asset {"asset/background/forest/forestFG_1_TVOS.png"};  	begin.add_component<Sprite>(  		begin_asset, @@ -36,7 +36,8 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject middle_1 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); +	GameObject middle_1 +		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));  	Asset middle_1_asset {"asset/background/forest/forestFG_3_TVOS.png"};  	middle_1.add_component<Sprite>(  		middle_1_asset, @@ -50,7 +51,8 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject middle_2 = scn.new_object("forest_middle", "background", vec2(begin_x, 0)); +	GameObject middle_2 +		= scn.new_object("forest_middle", "background_forest", vec2(begin_x, 0));  	Asset middle_2_asset {"asset/background/forest/forestFG_3_TVOS.png"};  	middle_2.add_component<Sprite>(  		middle_2_asset, @@ -64,7 +66,7 @@ float ForestSubScene::create(Scene & scn, float begin_x, std::string unique_bg_n  	this->add_background(scn, begin_x, unique_bg_name); -	GameObject end = scn.new_object("forest_end", "background", vec2(begin_x, 0)); +	GameObject end = scn.new_object("forest_end", "background_forest", vec2(begin_x, 0));  	Asset end_asset {"asset/background/forest/forestFG_2_TVOS.png"};  	end.add_component<Sprite>(  		end_asset, diff --git a/game/background/HallwayScript.cpp b/game/background/HallwayScript.cpp new file mode 100644 index 0000000..a5bb94c --- /dev/null +++ b/game/background/HallwayScript.cpp @@ -0,0 +1,70 @@ +#include "HallwayScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void HallwayScript::fixed_update(crepe::duration_t dt) { +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").front(); + +	float cam_left_x = trans_cam.position.x - VIEWPORT_X / 2; + +	if (cam_left_x > this->start_x + this->lenght) { +		//Move whole background 6000 to the right +		RefVector<Transform> trans = this->get_components_by_tag<Transform>("background_hall"); +		for (Transform & tran : trans) { +			tran.position.x += 6000; +		} +		this->start_x += 6000; + +		//Change sector number +		Animator & anim = this->get_components_by_name<Animator>("hallway_begin").front(); +		int column = (current_sector - 1) / 4; +		int row = (current_sector - 1) % 4; +		anim.set_anim(column); +		for (int i = 0; i < row; i++) { +			anim.next_anim(); +		} +		RefVector<Sprite> sprites = this->get_components_by_name<Sprite>("hallway_begin"); +		switch (current_sector % 7) { +			case 0: +				sprites[1].get().data.color = Color::YELLOW; +				sprites[2].get().data.color = Color::YELLOW; +				break; +			case 1: +				sprites[1].get().data.color = Color::MAGENTA; +				sprites[2].get().data.color = Color::MAGENTA; +				break; +			case 2: +				sprites[1].get().data.color = Color::CYAN; +				sprites[2].get().data.color = Color::CYAN; +				break; +			case 3: +				sprites[1].get().data.color = Color::GREEN; +				sprites[2].get().data.color = Color::GREEN; +				break; +			case 4: +				sprites[1].get().data.color = Color::RED; +				sprites[2].get().data.color = Color::RED; +				break; +			case 5: +				sprites[1].get().data.color = Color::BLUE; +				sprites[2].get().data.color = Color::BLUE; +				break; +			case 6: +				sprites[1].get().data.color = Color::WHITE; +				sprites[2].get().data.color = Color::WHITE; +				break; +		} +		current_sector++; +		if (current_sector > 16) { +			current_sector = 1; +		} +	} +} diff --git a/game/background/HallwayScript.h b/game/background/HallwayScript.h new file mode 100644 index 0000000..04b2933 --- /dev/null +++ b/game/background/HallwayScript.h @@ -0,0 +1,13 @@ +#pragma once + +#include <crepe/api/Script.h> + +class HallwayScript : public crepe::Script { +public: +	void fixed_update(crepe::duration_t dt); + +private: +	float start_x = 1200; +	const float lenght = 3000; +	int current_sector = 2; +}; diff --git a/game/background/HallwaySubScene.cpp b/game/background/HallwaySubScene.cpp index 4d96c94..31af2d5 100644 --- a/game/background/HallwaySubScene.cpp +++ b/game/background/HallwaySubScene.cpp @@ -14,7 +14,7 @@ using namespace std;  float HallwaySubScene::create(  	Scene & scn, float begin_x, unsigned int sector_num, Color sector_color  ) { -	GameObject begin = scn.new_object("hallway_begin", "background", vec2(begin_x, 0)); +	GameObject begin = scn.new_object("hallway_begin", "background_hall", vec2(begin_x, 0));  	Asset begin_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};  	begin.add_component<Sprite>(  		begin_asset, @@ -30,7 +30,8 @@ float HallwaySubScene::create(  	this->add_lamp(begin, vec2(330, -120), 11);  	this->add_lamp(begin, vec2(430, -120), 9); -	GameObject middle_1 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_1 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_1.add_component<Sprite>(  		middle_asset, @@ -42,7 +43,8 @@ float HallwaySubScene::create(  	);  	begin_x += 600; -	GameObject middle_2 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_2 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_2 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_2.add_component<Sprite>(  		middle_asset_2, @@ -54,7 +56,8 @@ float HallwaySubScene::create(  	);  	begin_x += 200; -	GameObject middle_3 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_3 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_3 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_3.add_component<Sprite>(  		middle_asset_3, @@ -68,7 +71,8 @@ float HallwaySubScene::create(  	this->add_lamp(middle_3, vec2(0, -120)); -	GameObject middle_4 = scn.new_object("hallway_middle", "background", vec2(begin_x, 0)); +	GameObject middle_4 +		= scn.new_object("hallway_middle", "background_hall", vec2(begin_x, 0));  	Asset middle_asset_4 {"asset/background/hallway/hallway1FG_2_TVOS.png"};  	middle_4.add_component<Sprite>(  		middle_asset_4, @@ -80,7 +84,7 @@ float HallwaySubScene::create(  	);  	begin_x += 600; -	GameObject end = scn.new_object("hallway_end", "background", vec2(begin_x, 0)); +	GameObject end = scn.new_object("hallway_end", "background_hall", vec2(begin_x, 0));  	Asset end_asset {"asset/background/hallway/hallway1FG_1_TVOS.png"};  	end.add_component<Sprite>(  		end_asset, diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp new file mode 100644 index 0000000..deaf0ee --- /dev/null +++ b/game/workers/CollisionScript.cpp @@ -0,0 +1,68 @@ +#include "CollisionScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void CollisionScript::init() { +	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { +		return this->on_collision(ev); +	}); +} + +bool CollisionScript::on_collision(const CollisionEvent & ev) { +	RefVector<Animator> animators = this->get_components<Animator>(); +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	Rigidbody & rb = this->get_component<Rigidbody>(); +	Transform & tr = this->get_component<Transform>(); +	BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front(); + +	if (ev.info.other.metadata.tag == "zapper") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} else if (ev.info.other.metadata.tag == "laser") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} else if (ev.info.other.metadata.tag == "missile") { +		for (Animator & anim : animators) { +			anim.active = false; +			anim.set_anim(3); +		} +		for (Sprite & sprite : sprites) { +			sprite.data.position_offset.x = 15; +		} +		rb.data.linear_velocity_coefficient = {0.5, 0.5}; +		tr.rotation = 90; +		bs_panic.active = false; + +		return false; +	} + +	return false; +} diff --git a/game/workers/CollisionScript.h b/game/workers/CollisionScript.h new file mode 100644 index 0000000..70c5fe1 --- /dev/null +++ b/game/workers/CollisionScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class CollisionScript : public crepe::Script { +public: +	void init(); + +private: +	bool on_collision(const crepe::CollisionEvent & ev); +}; diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp index 1e49aaa..baa48df 100644 --- a/game/workers/PanicFromPlayerScript.cpp +++ b/game/workers/PanicFromPlayerScript.cpp @@ -32,11 +32,21 @@ void PanicFromPlayerScript::fixed_update(duration_t dt) {  			}  			if (result_x < 0) { -				rb_worker.data.linear_velocity.x = 10000 * dt.count(); +				float min_value = 8000; +				float max_value = 10000; +				float value = min_value +							  + static_cast<float>(rand()) +									/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				rb_worker.data.linear_velocity.x = value * dt.count();  				sprite_worker.front().get().data.flip.flip_x = false;  				sprite_worker.back().get().data.flip.flip_x = false;  			} else { -				rb_worker.data.linear_velocity.x = -5000 * dt.count(); +				float min_value = -4000; +				float max_value = -5000; +				float value = min_value +							  + static_cast<float>(rand()) +									/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				rb_worker.data.linear_velocity.x = value * dt.count();  				sprite_worker.front().get().data.flip.flip_x = true;  				sprite_worker.back().get().data.flip.flip_x = true;  			} diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp index 1bcf8d5..b0bfc4e 100644 --- a/game/workers/WorkerScript.cpp +++ b/game/workers/WorkerScript.cpp @@ -1,6 +1,7 @@  #include "WorkerScript.h"  #include "../Config.h" +#include "api/BehaviorScript.h"  #include <crepe/api/Animator.h>  #include <crepe/api/Rigidbody.h> @@ -44,6 +45,9 @@ void WorkerScript::fixed_update(duration_t dt) {  					= this->get_components_by_id<Sprite>(trans_worker.game_object_id);  				RefVector<Animator> animator_worker  					= this->get_components_by_id<Animator>(trans_worker.game_object_id); +				BehaviorScript & bs_panic +					= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) +						  .front();  				if (rb_worker.data.linear_velocity.x < 0) {  					sprite_worker.front().get().data.flip.flip_x = true; @@ -55,6 +59,8 @@ void WorkerScript::fixed_update(duration_t dt) {  						= -rb_worker.data.linear_velocity.x / 5;  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true;  				} else {  					sprite_worker.front().get().data.flip.flip_x = false;  					sprite_worker.back().get().data.flip.flip_x = false; @@ -65,6 +71,15 @@ void WorkerScript::fixed_update(duration_t dt) {  						= rb_worker.data.linear_velocity.x / 5;  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true; +				} + +				trans_worker.rotation = 0; +				bs_panic.active = true; +				rb_worker.data.linear_velocity_coefficient = {1, 1}; +				for (Sprite & sprite : sprite_worker) { +					sprite.data.position_offset.x = 0;  				}  			}  		} else { @@ -84,6 +99,9 @@ void WorkerScript::fixed_update(duration_t dt) {  					= this->get_components_by_id<Sprite>(trans_worker.game_object_id);  				RefVector<Animator> animator_worker  					= this->get_components_by_id<Animator>(trans_worker.game_object_id); +				BehaviorScript & bs_panic +					= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) +						  .front();  				if (rb_worker.data.linear_velocity.x < 0) {  					sprite_worker.front().get().data.flip.flip_x = true; @@ -96,6 +114,8 @@ void WorkerScript::fixed_update(duration_t dt) {  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true;  				} else {  					sprite_worker.front().get().data.flip.flip_x = false;  					sprite_worker.back().get().data.flip.flip_x = false; @@ -107,6 +127,15 @@ void WorkerScript::fixed_update(duration_t dt) {  					animator_worker.front().get().set_anim(0);  					animator_worker.back().get().set_anim(0); +					animator_worker.front().get().active = true; +					animator_worker.back().get().active = true; +				} + +				trans_worker.rotation = 0; +				bs_panic.active = true; +				rb_worker.data.linear_velocity_coefficient = {1, 1}; +				for (Sprite & sprite : sprite_worker) { +					sprite.data.position_offset.x = 0;  				}  			}  		} diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp index e5b4678..54996d1 100644 --- a/game/workers/WorkersSubScene.cpp +++ b/game/workers/WorkersSubScene.cpp @@ -1,4 +1,5 @@  #include "WorkersSubScene.h" +#include "CollisionScript.h"  #include "PanicFromPlayerScript.h"  #include "WorkerScript.h" @@ -34,7 +35,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>(  		Asset {"asset/workers/worker1Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 0,  			.size = vec2(0, 50),  		} @@ -49,7 +50,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 1,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -70,6 +71,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_1.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -82,7 +84,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>(  		Asset {"asset/workers/worker2Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 2,  			.size = vec2(0, 50),  		} @@ -97,7 +99,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 3,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -118,6 +120,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_2.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -130,7 +133,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>(  		Asset {"asset/workers/worker1Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 4,  			.size = vec2(0, 50),  		} @@ -145,7 +148,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 5,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -166,6 +169,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_TOP},  	});  	worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_3.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -178,7 +182,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>(  		Asset {"asset/workers/worker2Body.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 6,  			.size = vec2(0, 50),  		} @@ -193,7 +197,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 7,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -214,6 +218,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_HIGH},  	});  	worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_4.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -226,7 +231,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>(  		Asset {"asset/workers/workerFatBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 8,  			.size = vec2(0, 50),  		} @@ -241,7 +246,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 9,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -262,6 +267,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_HIGH},  	});  	worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_5.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -274,7 +280,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>(  		Asset {"asset/workers/workerFatBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 10,  			.size = vec2(0, 50),  		} @@ -289,7 +295,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 11,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -310,6 +316,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_6.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -322,7 +329,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>(  		Asset {"asset/workers/workerTallBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 12,  			.size = vec2(0, 50),  		} @@ -337,7 +344,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>(  		Asset {"asset/workers/worker1Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_BACK,  			.order_in_layer = 13,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -358,6 +365,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_7.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -370,7 +378,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>(  		Asset {"asset/workers/workerTallBody.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 14,  			.size = vec2(0, 50),  		} @@ -385,7 +393,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  	Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>(  		Asset {"asset/workers/worker2Head.png"},  		Sprite::Data { -			.sorting_in_layer = SORT_IN_LAY_WORKERS, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,  			.order_in_layer = 15,  			.size = vec2(0, 50),  			.position_offset = vec2(0, -20), @@ -406,6 +414,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee  		.collision_layers = {COLL_LAY_BOT_LOW},  	});  	worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); +	worker_8.add_component<BehaviorScript>().set_script<CollisionScript>();  	if (init_speed < 0) {  		worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false}; |